

joebarnin
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Posts posted by joebarnin
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For checking if an AI is dead, I had to define a variable and cast it to the AI name. Like this:
ai guard = $atdm_ai_guard_elite_1; if (guard.AI_DEAD) ...
I suspect AI_AlertLevel is the same. E.g.
if (guard.AI_AlertLevel > 10) ...
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I think it's idle_bark_interval_min and idle_bark_interval_max
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3 minutes ago, NeonsStyle said:
Congratulation on the release
Wi;ll go play this now
I’m working on an update, which may be released in the next few days. Fixes several issues that folks have found.
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@MirceaKitsuneGlad you liked it. I like you idea for epilogue cutscenes. Or even just epilogue text. That's probably more work than I want to do now, but maybe I'll incorporate into future missions.
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2 hours ago, Thiefette said:Spoiler
I have to ask though, in the kitchen of the Clifton house in the past, there are two extra switches on the wall - what do they do? I tried searching in vain for something they activated but couldn't find anything. I noticed in current version of the house they aren't there. Just wondering.
SpoilerOh crud, those were switches I put in for testing purposes, that I forgot to remove! Sorry you wasted time on them!
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Count me in! Anything to distract me from this damn election!
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Try this on the command line:
+set fs_currentfm mymap
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2 hours ago, MirceaKitsune said:
Another simple one I forgot to ask: How do I make a readable note appear in the player's inventory at map start?
https://wiki.thedarkmod.com/index.php?title=Inventory#Default_equipment_for_map_start
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Thanks, glad you enjoyed it!
SpoilerThe loot in the cathedral, up in the beams, had a little bit of glow to it, so if you looked up from the floor you might see it. The loot in the light was devious and unfair, I admit. It was a reward for getting up on the wainscoting and walking all the way around (something I didn't realize was possible until a beta tester did it). There was no way to know loot was there, and no logical reason for it to be there. When I play TDM missions, I'm lousy at finding the secrets; this was my revenge
Not specifically inspired by Back to the Future, but the same idea - you go back, make changes, and it affects the future (to some extent). I didn't intentionally write Clifton to sound like Doc Brown or anyone in particular.
I agree about the time machine date issue. I'll change it so that the time machine in the past will have the date set to the "back to the future" date, and be unchangeable. Another thing for version 2.
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1 hour ago, MirceaKitsune said:
Also I can't find the property to make a piece of loot noticed by the AI when it's stolen. How do I make guards see when a large painting was ripped off its frame?
Take a look at this: https://wiki.thedarkmod.com/index.php?title=Alert_%26_Suspicion_Triggers#Missing_or_Moved_Objects.2C_Absence_Markers
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2 hours ago, MirceaKitsune said:
Seems I have to think how I'm going to deal with those two issues. For now there's another little thing I'm trying to achieve and don't know how to: After completing an objective, I want to change the music the player will hear until the end of the map. Is there a way to enforce a given ambiance after a trigger is executed, ignoring the one in the location info of the room? Or perhaps a way to turn off a location info then activate another one for a given zone, with the second location info disabled by default and flipped on once the trigger is hit?
Try this technique: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override. I think it was used by JackFarmer in the HH:TLC mission.
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6 hours ago, darksilence said:
Thanks for this great mission. I really enjoyed it!
One question regarding the story:
When coming back to the present, everything changes according to the fact that "Now and Then" was never found.
However, the "Thief's journal" (written by that other guy that also wanted to steal the painting) doesn't change, and it still talks about stealing "Now and Then". Is this something you missed or is this part of the story? Are we (the MC) somehow connected to this thief?
SpoilerThat was something I missed - the journal should change. There's actually another document (a note on Addison's desk) that needs to be updated as well. Plus, someone figured out that you can knock out and shoulder one of the people in the mansion, and then carry them back to the future, which should change the readables too. So I've got some work to do for version 2!
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3 hours ago, Roastbeat said:
I found a bug!
I made it to the final stage of the level. I found all four hammers for opening the shrines, but I cannot return to the chapel again, after I opened it with the special key and closed the door by hand to prevent noise issues with the undead. I've been in the chapel earlier (there's a key and without it's not possible to enter another area).
So now I stand in front of the closed chapel door and have to restart the level, what I won't do since I always save my gamestats via quicksave. There's no older state I can recall.. so that's it for me.
Thanks anyway for the really great experience of a huge detailed level!Use the noclip console command to get through the door, then turn it off once you are on the other side.
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@roygatoThanks for the feedback - I'm glad you enjoyed it. I'll try to reproduce the
Spoilergolden hammer case
bug, and fix it for version two.
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I'll be happy to help.
Also, just checking - I have the ability to grab the latest code (trunk) from SVN and build on my machine with Visual Studio 2017, and then run it. Is that what you mean by TDM SVN?
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So basically, it's a Pong simulator.
I don't see the script - it didn't get attached correctly?
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You can use the 'noclip' console command to get back into the "real world". It will allow you to go through that fence and back into playable area. Here's how to use console commands: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls
- walk up to the fence
- use the console to 'noclip'
- walk through the fence to the playable area
- use the console to 'noclip' again (this turns it off)
I'll investigate how this happened in the first place.
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10 hours ago, MrMunkeepants said:Spoiler
I missed Addison's safe the first time around, so I went back; reading that note didn't complete the objective. Maybe doing it in the wrong order broke something? The pages make 'boop' sounds as I flip back and forth.
SpoilerIt could be that doing things in the wrong order causes 'hanging' objectives. I had put in logic to deal with that, but perhaps there are paths that still cause problems. Luckily, that objective isn't mandatory, so you can finish without it. (Just thought - try reading all the way to page 4 of Addison's note).
10 hours ago, MrMunkeepants said:What is the third?
SpoilerYou have to read two different journals.
SpoilerEloise
and
SpoilerAntioch (Builder)
10 hours ago, MrMunkeepants said:Spoilerthe code for the hammer, and whatever inter-office listening device opened up (I heard the noise, but couldn't find anything).
SpoilerThey are related.
SpoilerFrobbing the book on the shelf unlocks the globe, so do one and then the other. Then,
Spoilermove the brick to get a view into the office, then
Spoileruse the spyglass to get the code.
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54 minutes ago, Sneaker said:
Very nice. Just got through first play through (missed many things, but will return).
- After the cutscene where you find the guards are at your apartment, I decided to go to the Builder's building (I had not gone at all previous to the cutscene). When opening the front door after unlocking, the game crashes. I went back to an earlier save game, and I could explore the Builder's area fine.
Hmm. Were there any error messages, or just a crash to desktop? Do you have logging configured so that you get a qconsole.log file (in \fms\nowandthen)?
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7 hours ago, MrMunkeepants said:Spoiler
Why does Franklin have a door to Eloise's bedroom???
Shhh. You weren't supposed to notice that.
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1 hour ago, OrbWeaver said:
Delighted to hear that a mapper is actually using my ambients. I guess this map will be next on my list to play.
Yes, your ambients worked out really well - they all fit the scene. I think I used four of them total. The one I used in the crawl spaces worked especially well - others have commented on that too.
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Thanks for the comments.
SpoilerThe combination note is under a drawer that is open at the start of the mission (representing the fact that the townhouse has been ransacked). So you have to close the drawer to find it. But once you close the drawer, it should be visible, even in the dark. (The note is in an easier position to find when you play on the easiest difficulty level). Sorry it was so frustrating for you.
SpoilerYeah, I probably could have worded the note about the missing ring better. I guess I assume she accidentally kicked it and it ended up in the corner.
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On 9/13/2020 at 7:24 PM, Talabar said:
Probably the best use of a wide variety of ambient music I've seen in an FM so far. I found the ambient music helped me get my bearings during repeat visits to the city streets.
You can thank @JackFarmerfor several custom-made ambient music segments in this mission: the starting screen, all three levels of the museum, and the rundown townhouse. Great stuff! I also used a few of @OrbWeaver's ambients too. Plus several of the standard ones.
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Nice mission! Played on Catburgler (middle). I didn't do any knockouts anyway. 283 loot.
SpoilerNice loot placement, it took a while to find many items. The jewelry box was a pain - hard but fair. The guards were just right - not too many of them, but with the lanterns they were tough. I manged to excite one of the guards enough so that he dropped the lantern, which was good because his future patrols were lantern-less. But, he put the lantern down in an awkward place that made the rest of the mission tough. Fair enough! I liked the layout of the factory, lots of verticality and noisy steps. A nice feature of the mission was that you had to get the generator started to accomplish the main objective, but that turned on lights and made getting around the factory tougher.
I loved the ruins, especially the tilt effect. I don't know how much work it was to build it, but I'd love a full-sized mission where much of it are ruins like that.
My only criticism is that the factory floor and some of the rooms were pretty 'generic'. Not a lot of stuff, or variety. A minor quibble.
Congratulations and good work!
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Fan Mission: Now and Then by joebarnin (2020/09/08)
in Fan Missions
Posted
Never mind, the update won't be ready for a few of weeks. Life Got Busy™, for several reasons.